001480993 000__ 04431cam\\22005537i\4500 001480993 001__ 1480993 001480993 003__ OCoLC 001480993 005__ 20231031003318.0 001480993 006__ m\\\\\o\\d\\\\\\\\ 001480993 007__ cr\un\nnnunnun 001480993 008__ 230921s2023\\\\si\a\\\\o\\\\\000\0\eng\d 001480993 019__ $$a1399165426 001480993 020__ $$a9789819949588$$q(electronic bk.) 001480993 020__ $$a9819949580$$q(electronic bk.) 001480993 020__ $$z9789819949571 001480993 020__ $$z9819949572 001480993 0247_ $$a10.1007/978-981-99-4958-8$$2doi 001480993 035__ $$aSP(OCoLC)1398493749 001480993 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dEBLCP$$dYDX$$dN$T 001480993 049__ $$aISEA 001480993 050_4 $$aLB1044.87 001480993 08204 $$a371.33/468$$223/eng/20230921 001480993 24500 $$aMixed reality for education /$$cYiyu Cai, Eleni Mangina, Sui Lin Goei, editor. 001480993 264_1 $$aSingapore :$$bSpringer,$$c2023. 001480993 300__ $$a1 online resource (viii, 400 pages) :$$billustrations (some color). 001480993 336__ $$atext$$btxt$$2rdacontent 001480993 337__ $$acomputer$$bc$$2rdamedia 001480993 338__ $$aonline resource$$bcr$$2rdacarrier 001480993 4901_ $$aGaming media and social effects,$$x2197-9693 001480993 5050_ $$aIntroduction -- aMazing Walk-through Mathematics -- Architectural Models created with Mixed Reality Technologies towards a new STEAM practice -- Applying prior meta-modeling knowledge to a VR model of a biological process -- A systematic review of pedagogy related to mixed reality in K-12 education -- Immersive Virtual Reality Classroom to transfer Learning Experience in the Secondary Science Curriculum -- Exploring the Mozilla® Hubs® platform for virtual final year project exhibition -- VRLE-based Teaching for Medical Students: VR-Baby -- Immersive and Interactive VR for Lifting Training of Tower Cranes -- Mixed Reality Applications in Tertiary Veterinary Education: A Systematic Review -- Exploring Gestural Agency in Collaborative and Embodied Rates of Change Simulations -- Case study of AR digital literacy intervention for students diagnosed with ADHD -- Development of AR Interactive Components for Positive Behavior Interventions and Support -- Framework for learning patterns and social presence in VR for learning -- Security, Ethics and Privacy Issues in Remote Extended Reality for Education -- An Immersive Learning Environment to Improve User Experience in Science Museums. 001480993 506__ $$aAccess limited to authorized users. 001480993 520__ $$aThis book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material and for practitioners that want to embrace mixed reality, simulation and/or serious games in their education. Chapter "Development of AR Interactive Components for Positive Behavioral Interventions and Supports" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. 001480993 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed September 21, 2023). 001480993 650_0 $$aVirtual reality in education.$$0(DLC)sh 99013951 001480993 650_0 $$aMixed reality.$$0(DLC)sh2010014466 001480993 655_0 $$aElectronic books. 001480993 7001_ $$aCai, Yiyu,$$eeditor. 001480993 7001_ $$aMangina, Eleni,$$eeditor. 001480993 7001_ $$aGoei, Sui Lin,$$eeditor. 001480993 77608 $$iPrint version:$$z9819949572$$z9789819949571$$w(OCoLC)1385448245 001480993 830_0 $$aGaming media and social effects,$$x2197-9693 001480993 852__ $$bebk 001480993 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-981-99-4958-8$$zOnline Access$$91397441.1 001480993 909CO $$ooai:library.usi.edu:1480993$$pGLOBAL_SET 001480993 980__ $$aBIB 001480993 980__ $$aEBOOK 001480993 982__ $$aEbook 001480993 983__ $$aOnline 001480993 994__ $$a92$$bISE